aim_fierce

aim_fierce

Re: aim_fierce Posted by Tracer Bullet on Sat Apr 10th 2004 at 7:18am
Tracer Bullet
2271 posts
Posted 2004-04-10 7:18am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Umm.. why did you post this. Es ist haesslich!
Re: aim_fierce Posted by Orpheus on Sat Apr 10th 2004 at 9:43am
Orpheus
13860 posts
Posted 2004-04-10 9:43am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
please tell me, this was a very early map in your career.
Re: aim_fierce Posted by Andrei on Sat Apr 10th 2004 at 8:48pm
Andrei
2455 posts
Posted 2004-04-10 8:48pm
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
Kinda simplistic if you ask me.Opps, nobody did runs away.
Re: aim_fierce Posted by Forceflow on Sun Apr 11th 2004 at 8:45am
Forceflow
2420 posts
Posted 2004-04-11 8:45am
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Of course it's simplistic, it's a training map. For training purposes: looks great. For art's sake: not so good.
Re: aim_fierce Posted by pepper on Sun Apr 11th 2004 at 10:55am
pepper
597 posts
Posted 2004-04-11 10:55am
pepper
member
597 posts 80 snarkmarks Registered: Feb 25th 2004 Location: holland
i have seen worser cs maps but it is so simple
Re: aim_fierce Posted by Hugh on Sun Apr 11th 2004 at 4:39pm
Hugh
900 posts
Posted 2004-04-11 4:39pm
Hugh
member
900 posts 207 snarkmarks Registered: Oct 25th 2003 Occupation: College Student Location: Amerika
It's a training map, it's good that it's simplistic so your eyes don't get sexed up by all the pretty textures/architecture/lighting.
Re: aim_fierce Posted by 2dmin on Tue Apr 13th 2004 at 11:56am
2dmin
352 posts
Posted 2004-04-13 11:56am
2dmin
member
352 posts 75 snarkmarks Registered: May 17th 2003 Occupation: Progamer Location: Canberra, Australia
well ... one of the reasons why its the best (bear in mind many of the cs aim maps are made by hyperactive 5-year olds) is because THE SPAWN POINTS ARENT IN LINE OF SIGHT OF EACH OTHER :D and theyre oriented properly. so from the gamer's perspective it's a great map. this is why i made that er, flamboyant comment. (perhaps i had too much of that cheese) ... anyway, i got lots of good feedback from gamers, they said it was the best aim map they had played, so i put it here. i'm going to start work on a real map soon. =D
Re: aim_fierce Posted by 2dmin on Wed Apr 14th 2004 at 5:30am
2dmin
352 posts
Posted 2004-04-14 5:30am
2dmin
member
352 posts 75 snarkmarks Registered: May 17th 2003 Occupation: Progamer Location: Canberra, Australia
for those of you who don't play cs, an aim_map is a training map, not particularly designed for its visual features, but for its playability and basic design.

as far as aim maps go, this one is unique as it makes a compromise between simplicity and design (in my opinion)

please tell me what you think
Re: aim_fierce Posted by $loth on Wed Apr 14th 2004 at 5:40am
$loth
2256 posts
Posted 2004-04-14 5:40am
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
The water fall is quite nice, but imo take away the curved falling water, i dont think that ive ever seen one like that, and the wall texture is a bit overused.
Re: aim_fierce Posted by 2dmin on Wed Apr 14th 2004 at 7:31am
2dmin
352 posts
Posted 2004-04-14 7:31am
2dmin
member
352 posts 75 snarkmarks Registered: May 17th 2003 Occupation: Progamer Location: Canberra, Australia
you mean at the end of the waterfall where the water falls down? elementary physics i would have said. the water has forward momentum, but at the same time acceleration of gravity pulls it down. this leads to a curved path (perhaps a bit exagerrated, but still)

what texture would you rather have me use? :| i agree, water can be boring, but it seemed to suit the scene well.
Re: aim_fierce Posted by $loth on Wed Apr 14th 2004 at 8:06am
$loth
2256 posts
Posted 2004-04-14 8:06am
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
well instead of the the huge gap between the curved and the straight down why not make it one?

I don't know which texture you could use though, i haven't looked proparly through the textures in a while.
Re: aim_fierce Posted by 2dmin on Wed Apr 14th 2004 at 9:15am
2dmin
352 posts
Posted 2004-04-14 9:15am
2dmin
member
352 posts 75 snarkmarks Registered: May 17th 2003 Occupation: Progamer Location: Canberra, Australia
ah kk.
Re: aim_fierce Posted by wil5on on Wed Apr 14th 2004 at 1:42pm
wil5on
1733 posts
Posted 2004-04-14 1:42pm
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
I think the waterfall would look better if you did what $loth said, and also put a lot more mist and spray sprites around the bottom.

Apart from that, it looks OK.
Re: aim_fierce Posted by 2dmin on Wed Apr 14th 2004 at 10:50pm
2dmin
352 posts
Posted 2004-04-14 10:50pm
2dmin
member
352 posts 75 snarkmarks Registered: May 17th 2003 Occupation: Progamer Location: Canberra, Australia
lol, wil5on, what graphics card do you have? Because not everyone has a Radeon 9800 XT :razz:

my friend has a Geforce 2 and as it is if he gets too close to the waterfall it gets chuggy.
Re: aim_fierce Posted by beer hunter on Fri Apr 16th 2004 at 1:57am
beer hunter
281 posts
Posted 2004-04-16 1:57am
281 posts 602 snarkmarks Registered: Jul 6th 2003 Occupation: Beer taster Location: The Pub
As aim_ maps go its pretty decent.

Suggestions - break up some of those long walls with columns like aztec.

Takes too long to jump onto the crates to get onto the higher
level, replacing them with ramps will be better imo.

Needs a bit of cover in the middle section around the water edges.

The waterfall sprites could be tweaked for a better fx - something like bigger sprites at the waterfall base with a higher framerate and smaller sprites with a slower rate the higher they go.
Re: aim_fierce Posted by $loth on Fri Apr 16th 2004 at 7:31am
$loth
2256 posts
Posted 2004-04-16 7:31am
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
beer hunter said:
As aim_ maps go its pretty decent.

Suggestions - break up some of those long walls with columns like aztec.

Takes too long to jump onto the crates to get onto the higher
level, replacing them with ramps will be better imo.

Needs a bit of cover in the middle section around the water edges.

The waterfall sprites could be tweaked for a better fx - something like bigger sprites at the waterfall base with a higher framerate and smaller sprites with a slower rate the higher they go.
That is what I call feedback baby!! :biggrin:
Re: aim_fierce Posted by Andrei on Fri Apr 16th 2004 at 8:15am
Andrei
2455 posts
Posted 2004-04-16 8:15am
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
Its as nice as a fy map can be, but personally im sick of fy maps. Who is going to notice or actually play a new fy/aim/ka map when there are sooooo mmaaaannyy others around?

Oh, and fix that waterfall - its too streched. :smile:
Re: aim_fierce Posted by 2dmin on Mon Apr 19th 2004 at 10:07am
2dmin
352 posts
Posted 2004-04-19 10:07am
2dmin
member
352 posts 75 snarkmarks Registered: May 17th 2003 Occupation: Progamer Location: Canberra, Australia
hehe thx beer hunter :smile:

buuut ... i need to be careful with the waterfall sprites, because otherwise my friends get <20 fps :biggrin:
Re: aim_fierce Posted by mrnielsen on Wed Jan 26th 2005 at 2:20pm
mrnielsen
11 posts
Posted 2005-01-26 2:20pm
11 posts 11 snarkmarks Registered: Jan 24th 2005 Occupation: mapper :D Location: denmark
Looks nice, reminds me of an old starwars-jedi outcast map..